Math 155B Final Project - Raytraced Scene
Student: Jay Chen
Comments
I started out with just anti-aliasing and depth of field additions to the basic raytracing. The results are in the first figure.
I also implemented soft shadows, but it ran too slowly so I disabled it and reduced the subpixel and jittered eye positions
from 16 to 9 each, still randomly casting 9 rays per pixel which makes the scene somewhat grainy especially for objects which
are out of focus. I quite a few problems with my scene because originally I wanted it to appear outside, but a map for the
background made horizons look strange. Also attempted to get fog working, but after raytracing it didn't appear. Through the
entire process the biggest annoyance was I couldn't tweak the scene exactly to what I wanted since for the details I had to
render a larger image to see the effects and each render of a quarter screen took about 10 minutes. The bezierpath object also
greatly increased the rendering time.
Screenshots
NURBS surface from project 3, with only depth of field, anti-aliasing (9 rays). Two lights. Trace depth = 2. Took about 60 minutes
to render at full screen.
Spheres and torii with different texture maps, material properties, depth of field, anti-aliasing (9 rays), soft shadows
(5 shadow feelers). Two positional lights, 1 spotlight. Trace depth = 3. The picture turned out alight, the effects are
clearly visible though again it was somewhat grainy, even this image took around 20 minutes to render with only 496x435
pixels. Even though this wasn't my actual intended scene, it displays all the additional features more clearly than the first
image. Though it is somewhat bright due to the additional light.